
float4x4 View;
float4x4 Projection;
uniform extern texture UserTexture;
float GlowIntensity;
float4 LensPosition;


sampler textureSampler = sampler_state
{
    Texture = <UserTexture>;
    mipfilter = LINEAR;  
    magfilter = LINEAR;  
    minfilter = LINEAR;  
    AddressU = Wrap;
    AddressV = Wrap;
};
 
// TODO: add effect parameters here.

struct VertexShaderInput
{
    float4 Position : POSITION0;
    float2 UV : TEXCOORD0;
    float3 Norm : NORMAL0;

    // TODO: add input channels such as texture
    // coordinates and vertex colors here.
};

struct VertexShaderOutput
{
    float4 Position : POSITION0;
    float2 UV : TEXCOORD0;
    float3 Norm : TEXCOORD1;

    // TODO: add vertex shader outputs such as colors and texture
    // coordinates here. These values will automatically be interpolated
    // over the triangle, and provided as input to your pixel shader.
};

VertexShaderOutput VertexShaderFunction(VertexShaderInput input)
{
    VertexShaderOutput output;

float s = 15;
    float4 worldPosition = input.Position;//
    float4 viewPosition = mul(worldPosition, View);
    output.Position = mul(viewPosition, Projection);
	output.UV =  input.UV;
	if(input.Norm.y == 1.0f) 
		output.UV.y = input.UV.y * 0.5 + 0.5;
	else
		output.UV.y = input.UV.y * 0.5;
	
    // TODO: add your vertex shader code here.
output.Norm = input.Norm;
    return output;
}

float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0
{
    // TODO: add your pixel shader code here.
float4 colorout = tex2D(textureSampler, input.UV) * input.Norm.x;
return colorout;
}
 

technique Technique1
{
    pass Pass1
    { 

        VertexShader = compile vs_2_0 VertexShaderFunction();
        PixelShader = compile ps_2_0 PixelShaderFunction();
    } 
}
